VirtueBoy Advance is a new emulator gameboy advance designed to work on devices that can use stereoscopic 3D, such as VR headsets, by Myles Johnston.

It has many options to adjust the 3d effect, so can be tailored to your tastes, with good compatibility, and now able to select the rom from within the emulator itself, be sure to keep checking back, as constantly updated.

In the interest of furthering the state of Game Boy Advance emulation, I've been writing a test suite that tests various aspects of hardware. At the moment, it only tests timing operations, but way more will be coming in the future. Source code is available on githubTiming tests
Each test contains 20 (or 10 if only an ARM version is supported) configurations:
ROM 4/2 waitstates, no prefetch
ROM 4/2 waitstates, prefetch
ROM 3/2 waitstates, no prefetch
ROM 3/2 waitstates, prefetch
ROM 4/1 waitstates, no prefetch
ROM 4/1 waitstates, prefetch
ROM 3/1 waitstates, no prefetch
ROM 3/1 waitstates, prefetch
WRAM
IWRAM
The current version contains 1260 tests total.

A new SVN build of the Nintendo GBA and GB/GBC emulator VisualBoyAdvance-M has been released.

Quote:
r946
-

r947
Removes NO_OAL from the project file to restore compiling to its full form. Specifying such an option should be done per user and should not be set by default.

r948
patch from billiard to attempt a fix for the broken DI8 enumeration.

r949
Directinput fixed.

r950
-

r951
-

r952
-

r953
-

r953
and this ends a bunch of updates including msvc10 project files, billiards directinput patches, and changing of the project name to visualboyadvance-m in the project files.
nasm seems to bitch when there are spaces in the folder path, and i havenīt yet worked out how to fix this in nasm.target so if anyone has an idea yeah
thanks for the patchs billiard

r954
-

r955
enable SSE optimisations in VCProj, intrinsics update nasm and revert shuffles changes to gb_apu_state.cpp.
i prefer warnings during compilation rather then a lack of function in the emulator, we can look at correcting the warnings in a less broken manner later.

r956
by popular demand, the layers menu is back.

r957
filters was named wrong for some reason O.o

r958
-

r959
killed off 22 warnings by removing a command line override for zc:forscope.

VBA-M is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.

Changes in this release:
bgk: Initial version of the GTK GUI (forwardported from VBA's CVS)
xkiv: SDL: new option to slow down autofire (needed for it to work with some games)
bgk: Fixed MFC
ZachThibeau: Compiled release. used yasm instead of nasm. (nasm giving errors in release build but not in debug build), fixed url in about box to point to http://vba-m.mudlord.com

Dwedit has popped up with a new version of his TI83 Emulator for GBA, heres the release notes:

Here is a Multiboot version of the TI83 emulator.
If you trim the TI83 rom, the file size of the rom is about 215900 bytes large.
You can also attach a .83G file up to about 14000 bytes large, and use L+R to send it.

If the GBAMP firmware refuses to boot the file, use the PocketNES firmware instead.

Edit: Using Pocketnes firmware to run the emulator may be buggy. It crashed when I tried sending a game to the emulator. Using GBAMP's firmware didn't boot the emulator at all for me.

New version of NGPAdvance, a lot of games should be a bit more playable thanks to speedhacks. I also added support for a lot of internal hardware (RTC/Alarm, Power button, DA/DA IRQ) so that you can use the real bios. Still no flash emulation as I can't really see how to implement it on the GBA... Also uploaded a tech doc for the NGPC.

No$gba Newest-Gaming-Version DownloadsDonate $2.50 (via paypal) and Download newest no$gba version (support the no$gba project)
[hint] I am currently having technical problems to create a new donation button for v2.6a, so, if you've bookmarked the v2.6 download address, then you can re-use it for v2.6a, too. Anyways, would be even better if you would threw in a new donation :-) Also because the address is unchanged, some browsers may have memorized the old v2.6 files, and may keep giving you that old files - in case of problems: bookmark the download address, and try again later. To avoid another problem: Be sure that you don't forget to click the "Return to Merchant" button at the paypal page when you've sent the money.

Why that donation stuff...?I've had some money saved up when starting to make no$gba in summer 2001, during last some years the money became less and less, so, without some new money, I won't be able to continue to work on no$gba much longer. Now, if less than one of a hundred people would click the donations button - that would probably solve no$gba's monetary problems.

Why that donation stuff...?
I've had some money saved up when starting to make no$gba in summer 2001, during last some years the money became less and less, so, without some new money, I won't be able to continue to work on no$gba much longer. Now, if less than one of a hundred people would click the donations button - that would probably solve no$gba's monetary problems.

Some people have been bugging me about a MSXAdvance with 64kB RAM for christmas, so here it is. As I've been working on the Z80 and SMS emulators for some time now there are some more fixes in it as well.

UPDATE: If you downloaded the files prior to this notice you may want to download them again as fluBBa made the following update:

Update: fixed a huge bug making a lot of games crash at start, sorry about that.

* Optimised tile rendering for mode 0 & 2.
* Fixed a bug where GG games set the "lock-toprow" bit (Sonic Drift demo).
* Added support for the SG1000 games Mahjong and Home Mahjong.
* Added support RAM on some SG1000 games (The Castle, Othello...).
* Fixed clearing of SMS VRAM when no bios used.

7. Made slight/major optimizations to the code based on Gladius suggestion. Most games should see some slight, but notable speed increase.

As usual, I hope I do not break any existing working games...

EDIT: This version's mainly some bug fixes and the partial implementation of HDMA. I wouldn't consider it a major success in implementation, but rather a proof of concept. There aren't too many fixes to the garbled graphics for this version unfortunately. But I would like to move on to the DS for v0.26 to fix that issue up. Many things are much easier on the DS.

These are some of the changes this round, if anyone is at all interested.

- Fixed a critical bug with the register reads and writes (might be slower)
- Improved cycle counting (again) for block move and DMA operations.
- Added feature to handle mid-frame change of background offsets.
(Able to see water in Super Mario World,
Able to see scrolling clouds in Super Mario All Stars: Super Mario Bros,
Able to see fixed status panel in Super Mario All Stars: Super Mario Bros 3,
Able to see scrolling name entry in Zelda: A Link to the Past)
- Fixed reading register $4212 to indicate auto-joypad read status.
- Fixed writing register $4016 to reset only when the correct bit is set.
- Fixed joypad registers to send joypad input only from the first controller.
- Fixed HiROM mapping.
- Added Mode 20/21 ROM Access Speed.
- Fixed a bug with the INC/DEC opcode that was previously returning the wrong
flags.
(This fixes Super Mario Bros 2's glitch where the character suddenly warps to the
top of the screen)
- Fixed messed up colors when in 256-color palettes.
- Fixed fading to use always the brightest fade color per frame
- Slightly improved VRAM allocation for background graphics
- Implemented Mode 7 Graphics

a new version of the SNES emulator for the GameBoy Advance has been released. This is mainly geared toward people interested in development. This release just adds the snezzidebugger.exe to the package. No other changes since the 0.22 release have been added.

Spacy has released a newl build of the Gameboy Advance emulator VisualBoy Advance. Here is the recent changes from him and PokemonHacker.

Spacy:
• I extremely reworked Direct3D to be faster than DirectDraw, but with the disadvantage of not being able tos cale the iamge with an aspect ratio, and the iamge is always bilinear scaled, like in DIrectDraw.
• Removed Skin support (from the Visual Studio 2005 build [#define NOSKINS]) to make compilation easier.
• Fixed joypad configuration dialog, it now responds faster to key presses.
• Merged the "open file" code for GB and GBA games.
• Merged the simple copy Image routine between DirectDraw and Direct3D, added a fast C alternative
• Worked over the whole DirectSound interface and found+fixed a minor bug.
• Enabled SSE(1) optimization in compiler

Pokemonhacker: [the one and only :)]
Cheats.cpp
• corrected a compatibility problem with other versions.
• fixed a bug for ARV3/4 rom patching codes.
• corrected a bug when you entered a 'unknown' code, and then removed/disabled it.

GBA.cpp / gbainline.h:
• tweaked the bus prefetch a bit.
• changed the save handling a bit.
• added a 'master code' support (so the cheats are executed only when the master code address is reached ; if no master code are entered, cheats will be executed after each frame).
• corrected the mirroring of Vram.
• changed slightly the emulation of gbasavetype.

You can get some more information and the release from their forum post over at NGEmu's forums. Also if you do give this build a try please report all problems to Spacy and other feedback you would like to give. :)

Snezziboy is an SNES Emulator on the Gameboy Advance. A Snezziboy Builder attaches the emulator core to the SNES demo ROM to produce a GBA executable ROM. Compatible with SNES Advance superdat for speed hacks and other patches.

Made by Bubble2k, it is faster than Snes Advance and with a lot of new features, that is one to keep track of.